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2k Swordbearers


MayorDaley

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Greetings Brothers!

 

New edition, new book and a new list.

 

I have played a variation of this list about 15 games now, (Table Top Simulator is amazing!) and have finally tweaked it to this list.  It started out as a  double Brotherhood of Rapiers and Swordbearers, which I saw won a tourney, Congats bud!  I had CP issues with it and dropped the Rapiers Brotherhood so I can have two turns of 4-5 CPs.  It has fought against: Orks (Speed Freaks), Death Guard, Black Templars, 'Nids, Necrons, Deathwatch and Custodes.  The roughest matchup for me is the Bugs, mostly because of the Hive Guard that shoot though walls 2xs a turn... (dude picked the maps as well, twice, ugh)

 

I am totally open to any suggestions as I am building this entire list as my Grey Knight army was stolen by a "friend". (Burn in hell Ron)

 

 

Battalion Detachment  Grey Knights 12CP, 2,000pts  Swordbearers Brotherhood
 
+ HQ +
 
Kaldor Draigo Supreme Grand Master - 180 pts
-Gate of Infinity, Empyric Amplification, Ghostly Bonds 
 
Grand Master Varden Kai in Nemesis Dreadknight - Warlord - Unyielding Anvil  - 215 Pts
-Gate of Infinity, and Empyric Amplification
-Dreadknight Teleporter, Gatling Psilencer, Heavy Psycannon, and Nemesis Greatsword
 
Brother-Captain Cadrig Pelenas - 150 pts
-Warp Shaping
-Destroyer of Crys'yllix, Foretelling of Locus, and Master-crafted storm bolter
 
+ Troops +
 
Strike Squad - 220 pts
-9x Grey Knight with Nemesis Force Swords
-Justicar with Nemesis Force Sword
 
Strike Squad -220 pts
-9x Grey Knight with Nemesis Force Swords
-Justicar with Nemesis Force Sword
 
Strike Squad - 220 pts
-9x Grey Knight with Nemesis Force Swords
-Grey Knight Justicar with Nemesis Force Sword
 
+ Fast Attack +
 
Interceptor Squad - 120 pts
-4x Interceptor with Nemesis Force Sword
-Interceptor Justicar with Nemesis Force Sword
 
Interceptor Squad - 120 pts
-4x Interceptor with Nemesis Force Sword
-Interceptor Justicar with Nemesis Force Sword
 
+ Heavy Support +
 
Nemesis Dreadknight - 185 pts
-Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, and Nemesis Greatsword
 
Nemesis Dreadknight - 185 pts
-Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, and Nemesis Greatsword
 
Nemesis Dreadknight  -185 pts
-Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, and Nemesis Greatsword
 
My thoughts about this list:
 
Super flexible and fairly mobile  I really prefer 2nd turn, other wise I find that I move just to move and then get shot up for zero reason.  
 
I was using all Halbreds but with Hammerhand, the sword does a bit more work. 
 
My buddy talked me into trying the Brother Captain out and Brother Captain Pelenas has been the MVP multiple games!  I can hear it now, how and why?!?  Mostly because of Warp Shaping, Tactical Precision and The Destroyer.  Also, Draigo can juice him up and then gate him over to help out.  *Look below.*
 
Recently, roughly six games ago, I started running the Strikes in 10 man sqds so I can use "To the Last" and combat sqd them all over to mess with my opponent.  I have left one sqd as a 10 man sqd and deepstruck, (past tense of deepstrike?) them with a NDK.  That with Gate, usually means I have a table quarter that I did not have a turn before.  *Here is where BC Pelenas has done some work.*
 
"Purifying Ritual"  is my other go to but I have found that if it is not five or more objectives I have a really hard time pulling it off.
 
What secondarys does everyone think may work?  "Engage on all Fronts" is usually one I can achieve but I really prefer to sit back and let my opponent come to me.  I do prefer to be reactive.  If I see an opening or gap, I will shoot for it!  So far, it seems to exasperate a bad decision made by my opponent.
 
Good to be back and I look forward to hearing what everyone has to say.
 
Cheers
Edited by MayorDaley
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I like it a lot. Definitely has the best of the tools GK have to offer, IMO. I would consider the Sigil on Kai, especially since he doesn't have Servant, a little insurance could be nice. I personally am a big fan of Interceptors, and would like at including another 10 instead of 10 Strikes, but I think at that point its pretty personnal - you seem to have a solid plan and a dependable way of using all those Strikes. You also already have 10 Interceptors so its not like you don't have that mobility in the list. Fortelling the more I think about the more I think is must, its good you fitted it in. Not sure about Ghostly Bonds, I might throw Sanctuary in there just to have it on your large unit of Strikes or something, but its not a must have...maybe Vortex for a good go at extra MW output. Other than that I think its pretty durn scary and can give even the top lists a run for there money. 

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Woody,

 

Thank you for the feedback.

 

I have considered the Sigil and the reason I have not been using it is because of the CPs.  I played Custodes last night (max score!) and I burned through 6 CPs my turn two!!!  I will give it a try though.  How bad can it be?!?  :wink:

 

Ghostly Bonds is situational to be sure but it won me the game last night.  Custodes Jetbikes did not like that one bit.  The Draigo Gate/Bonds, with a CP to extend the range, Wombo Combo got the Jetbikes stuck in a bad spot.  That was the CP heavy turn two by the way.

 

I don't always, very rarely, run the one sqd as a ten man and that is probably why I have not tried Sanctuary.  The Strikes and Interceptors being the only units without a native 4++ made me not look at it.  Five man sqds with an 4++, that have to be in range of Draigo do not appeal to me I suppose.  Of the four games that I have run it as a 10 man sqd, in two, I gated Pelenas over to support so Draigo could not have cast it on them anyway.  I will consider it and attempt it soon.  

 

Vortex always sounds good to me but I end using Gate/Amplification with Draigo.  The range of Vortex is also a negative in my mind.  I feel the 12" range is is a good way to give my opponent a way to shoot me up.  I really use Draigo as support piece until something gets into my deployment zone objectives.  I do feel that Kai is usually is casting Amplification though...  I will try out Draigo with Gate, Sanctuary and Vortex next game.  It might be gold!

 

Any thoughts on secondarys?  This is where I feel like I am fumbling around a bit.  To the Last is so good for me and I routinely score 10 pts from it.  Purifying Ritual can be a real big deal with the right missions and that is where I am struggling at the moment.  If I get a mission with less than 5 objectives I can not seem to make Ritual work.  I do like my opponent to come to me but I can take Engage, or whatever they are calling Linebreaker now, if they are going to sit back.  

 

Thank you for feedback and Cheers!

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Secondaries are very tricky, it all depends on the mission and the army you're up against. Grind and teleport assault can be very rewarding. Stranglehold could be a good one on small objective maps, hold 2 take them off the other midboard objective. If they don't have psychers you can try mental interigation. Assassination is always a solid one against armies with aggressive hqs. It's all situational so pick the ones that match with your list/play style
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Yeah if you aren't running 10-man units Sanctuary really isn't necessary... your juicy stuff already has an in-built 4++ anyways. I see how Ghostly Bonds could work well in that kind of match-up, hadn't thought about such Elite armies. I always picture coming up against Drukhari or AdMech for some reason. I don't get to play much but my usual opponents have been Ultramarines, and various Chaos armies... as far as tournament play goes my last one was two games against Marine variants and one against Sisters. This was prior to the new Codex.

 

Getting someone back into the game this weekend, and I don't think GK are too beginner friendly so I'll be playing my Guard, but again he plays Daemons. So a lot of my list-building is generally done with Top 4s from 40kstats in mind. 

 

For secondary objectives, I think Purifying Ritual can really pay up, especially with all those Strikes and Interceptors. You could definitely play for Teleport Assault with your list as well. I for one just love Banners. Drop a couple on turn one, make sure they stay there and there's 10 points without even rolling dice. Engage I find can sometimes dictate your movement, but depending on the deployment type can be an easy-ish score as well. Though easier if you had more Interceptors. If To the Last works well for you, you could always round out your picks with it. 

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